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EGW-NewsEsportsAll newsBy 2030, the volume of the global eSports market will reach $12.49 billion
By 2030, the volume of the global eSports market will reach $12.49 billion
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By 2030, the volume of the global eSports market will reach $12.49 billion

According to Business Wire, the global esports market is expected to reach $12.49 billion by 2030, with a compound annual growth rate (CAGR) of 21.9% from 2022 to 2030.

The report states that mobile device usage is expected to rise in developing countries, raise awareness of eSports, and further develop the popularity of video games. It is these factors that will drive the growth of the market during the forecast period.

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Consumers are demanding high quality and interactive gaming content that is in line with the dynamic entertainment industry. The combination of entertainment and gaming will affect the growth of the entire sports industry, including online streamers and game developers with small and large budgets. Increased investments from commercial partners and significant audience growth have led to an increase in revenues in the esports market. The industry has become more structured, and associations and league formats are developing new competitive structures. Moreover, growing partnerships, acquisitions and mergers predict strong growth for the esports market.

Streaming platforms such as Twitch are reportedly only strengthening the position of esports and gaming. In addition, esports championships have attracted the attention of athletes and celebrities to the industry, and have strengthened the trust of a wide audience. The report concludes that esports and gaming make it easy to capture the attention of enthusiastic and young viewers who are difficult to reach through traditional media channels.

The ability to capture the attention of a young and enthusiastic audience has attracted many brands to invest in esports events in the form of sponsorships and advertising. Investor interest has increased with the centralization of the esports team, audience growth, and the introduction of a more franchised league. The growing interest of brands in esports teams to generate leads is expected to drive the growth of the market over the forecast period.

Sponsors, ticket and merchandise sales, clothing capsule collections, and franchisees are also driving the growth of the esports market.

Main conclusions:

  • The sponsorship segment held the largest share of esports market revenue in 2021, accounting for around 40.0%. Through sponsorship, brands can reach potential customers directly through a variety of media channels.
  • The media rights segment, which generates significant revenue, is expected to increase at the highest annual average rate of over 23.0% during the forecast period. However, the many leagues, championships and events that are usually broadcast on various streaming platforms will generate significant revenue from media rights.
  • The Asia-Pacific region is expected to gain significant market share during the forecast period. Countries such as China and South Korea are expected to play a vital role in the development of the esports ecosystem in the region.
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